Druid archetype
Animal and Terrain Domains
Source: Ultimate Magic, p. 33
Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature’s bond ability can choose an animal domain or terrain domain instead of one of the domains listed in the Pathfinder RPG Core Rulebook. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity. Spells marked with an asterisk (*) are detailed in Chapter 5 of this book. Spells marked with two asterisks (**) are described in the Advanced Player’s Guide.
If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s druid level + her Wisdom modifier.
Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.
Aquatic Domain Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.
Trap Sense (Ex) level 3
At 3rd level, you gain the trap sense ability. This is identical to the rogue class ability. Your effective rogue level is equal to your druid level for the purpose of determining your trap sense bonus. Trap sense bonuses gained from multiple classes stack.
Aerial evasion (Ex) level 6
At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Banish Flame (Su) level 6
At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic; at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.
Pounce (Ex) level 6
At 6th level, you may use the pounce special attack (see page 302 of the Bestiary) once per day. You may pounce one additional time per day for every 3 levels after 6th.
Ranged Legerdemain (Su) level 6
At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Reed Hunter (Ex) level 6
At 6th level, you gain blindsense 30 feet with respect to concealment and cover from fog, vegetation, Spellcasters Spellcasters or water. At 12th level, this improves to blindsight 30 feet with respect to these conditions.
Seastrike (Su) level 6
At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon (see page 471 of the Core Rulebook) for that attack.
Tremorsense (Ex) level 6
At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.
Spellcasters Spellcasters
Venom Immunity (Ex) level 6
Replaces Venom Immunity.
At 6th level, you gain immunity to poisons from snakes, reptiles, and creatures with the reptilian subtype. At 12th level, you gain immunity to all poisons. This replaces venom immunity.
Webfoot (Ex) level 6
At 6th level, you gain the amphibious special quality and a swim speed equal to your land speed. At 12th level, you gain a climb speed equal to your land speed.
Servant of the Sands (Sp) level 8
At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.
Thin Air (Su) level 8
At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores (see page 430 of the Core Rulebook). At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.
Brachiation (Ex)
As a free action for a number of rounds per day equal to your druid level, you may climb with a climb speed equal to your land speed, and gain a bonus on Acrobatics checks equal to your druid level. These rounds do not have to be consecutive.
Call Cold (Su)
You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.
Cavesight (Sp)
You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells
1st—hunter’s howl**, 2nd—bloodhound**, 3rd—aspect of the wolf**, 4th—strong jaw**, 5th—tireless pursuers**, 6th—find the path, 7th—animal shapes (canines only), 8th—phantasmal revenge**, 9th—freedom.
Familiar
You gain a viper familiar (see page 82 of the Core Rulebook). Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Foothold (Su)
As a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature standing in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb it. The stone remains altered for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Hawkeye (Su)
As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Heat Shimmer (Su)
As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.
Improved Trip
You gain Improved Trip as a bonus feat. Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Migrating Herd (Su)
When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature’s land speed is increased by 10 feet.
Monkey Athletics (Su)
As a free action, you may add a competence bonus equal to half your druid level (minimum ® ™ of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Natural Healing (Su)
You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal animals, plants, and vermin. You may reduce the number of dice healed to cure ability damage (your choice) to all affected creatures, curing 1 point of ability damage for each d6 that the channel energy is reduced. You can take other feats to add to this ability, such as Extra Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.
Sealord (Su)
You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.
Slither (Ex)
As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sticky Strike (Su)
As a standard action, you can attempt a ranged touch attack with a sticky tendril against a target up to 15 feet away, then use the pull universal monster ability (see page 303 of the Pathfinder RPG Bestiary) to pull the target 5 feet toward you. You gain a bonus on the pull’s combat maneuver check equal to 1/2 your druid level. If the target is larger than you, you may pull yourself 5 feet toward the target without making a check. The target can remove the tendril by making an opposed Strength check as a standard action, or by dealing enough slashing damage to the tendril (hit points equal to your druid level, Armor Class equal to your touch Armor Class). You can dissolve the tendril as a free action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
